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Showing posts from September, 2023

Boogie Woogie

Boogie Woogie Source Lynte Homebrew School conjuration (teleportation); Level arcanist 9, psychic 9, sorcerer 9, witch 9, wizard 9 Casting Casting Time 1 standard action Components S Effect Range close (25 ft. + 5 ft./2 levels) Target two creatures/round Duration 1 round/2 levels Saving Throw Will negates; Spell Resistance yes Each round, you can swap the positions of two creatures in range as an immediate action as if they were affected by Hostile Juxtaposition (the swap can fail similarly, but you don’t need a specific trigger). Both creatures must fail their Will saves for the spell to work. Creatures that pass their Will save can no longer be affected by the same casting of this spell. You only need to penetrate spell resistance once per target.

Shuffling Spaces

Shuffling Spaces Source Lynte Homebrew School conjuration (teleportation); Level arcanist 7, mesmerist 6, psychic 7, sorcerer 7, summoner (unchained) 7, witch 7, wizard 7 Casting Casting Time 1 standard action, or 10 minutes; see text Components V, S, M (powered lodestones, see text) Effect Range medium (100 ft. + 10 ft./level) Area two 5, 10, or 15-ft. cubes; Duration rounds/level or days/level; see text Saving Throw Will negates; Spell Resistance yes Description This spell connects two 5 ft. cubes of open space above solid ground. It can be placed on hazardous terrain. But it is destroyed if the ground below it is. When a creature fully enters either space, creatures contained within both spaces swap places. Creatures partially entering either space prevent this effect. Swapped creatures can continue their movement if they are swapped while moving. If either space that completely envelopes a creature upon casting, the creature is affected by the spell as if i...

Storm Totems

Storm Totems Source Lynte Homebrew 2023 School conjuration [electricity]; Level arcanist 6, druid 5, shaman 5, summoner (unchained) 5, sorcerer 6, witch 6, wizard 6 Casting Casting Time 1 standard action Components V, S, M (a copper spring) Effect Range medium (100 ft. + 10 ft./level) Effect 2 or 3 steel pillars cackling with arcane electricity Duration 1 round/3 levels Saving Throw Reflex half; Spell Resistance yes Description Upon casting this spell, you create 2 two pillars of steel that emanate electricity on empty spaces within range. The totems may be placed in the air but cannot occupy they same space. They function as if under the effects of both levitate and lightning lash spells, except as noted here. Both effects are permanent and lightning lash has no discharge limit. Empower and maximize spell metamagics applied to this spell affect the lightning lash of the totems but no other metamagics affect the lightning lash. The totem’s have a maximum load l...

Cubes of Force

Cubes of Force Source Lynte Homebrew School evocation [force]; Level arcanist 6, magus 6, occultist 6, psychic 6, sorcerer 6, wizard 6 Casting Casting Time 1 standard action Components V, S, M (powdered quartz) Effect Range close (25 ft. + 5 ft./2 levels) Effect 1 cube / 2 caster levels Duration 1 round/level (D) Saving Throw none; Spell Resistance no This spell functions as Wall of Force, but instead of a vertical plane with undefined thickness, it creates 10 ft. by 10 ft. by 10 ft. cubes. Each cube only has hardness 10 and 10 hitpoints per caster level, but are destroyed individually. Cubes cannot be placed in areas already occupied by creatures. Upon creation, you may shrink a cube by reducing one or more of its dimensions to 5 feet. Not to be confused with the item, Cube of Force.

Passwall (Revised)

Passwall (Revised) Source PRPG Core Rulebook pg. 318 , revised here School transmutation; Level arcanist 5, mesmerist 5, psychic 5, sorcerer 5, wizard 5 Casting Casting Time 1 standard action Components V, S, M (sesame seeds) Effect Range touch Effect 5-ft.-by-8-ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels Duration 1 hour/level (D) Saving Throw none; Spell Resistance no Description You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). You may spend the depths incrementally on different walls, by taking a standard action to apply passwall to an area while the duration lasts. You get a free action to apply such an effect as part of the casting. The increments must be spent by a minimum of 5 ft. per application. ...

Overwatch Discus

Overwatch Discus Source Lynte Homebrew School conjuration (creation) [earth]; Level arcanist 5, druid 4, sorcerer 5, witch 5, wizard 5 Casting Casting Time 1 standard action Components V, S, M (a pinch of earth or metal) Effect Range 30 ft. Effect 5 or more stone discuses Duration 1 round/level Saving Throw none; Spell Resistance no Description Upon casting this spell, you create 1 discus + 1 per 2 caster levels (maximum 8). They hover on your square, and you may use them to make attacks defined below. While this spell is active, you threaten the area within the spell’s range. Attacks of opportunity made in this way are range attacks using the discuses, which deal 4d6 slashing or bludgeoning damage (your choice, determined upon casting). Each discus is completely destroyed upon use. As a standard action, you may launch up to 2 discuses at targets no more than 30 ft. of each other. This is a ranged attack, and each discus deals 4d6 slashing or bludgeoning damag...

Irradiate

Irradiate Source Lynte Homebrew School conjuration (creation) [acid]; Level arcanist 5, magus 5, sorcerer 5, wizard 5 Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature or object touched Duration 1 round / 3 levels (maximum 5 rounds) Saving Throw Fortitude Partial; Spell Resistance yes Description This spell causes a glowing cloud of acid to surround and follow a target creature or object. The cloud follows the creature, moving simultaneously as if attached until the duration expires or it is otherwise ended (such as by dispelling effects). However, the cloud can only move 60 ft. each round and cannot follow teleportation effects. It remains in place for the remainder of its lifetime once it can no longer follow its original target. The cloud reaches into spaces within 15 ft. of the target, going around corners and small holes but not through sealed solid or liquid barriers. In addition, strong winds (21+ mph) suppress the ...

Ice Crystal Escape

Ice Crystal Escape Source Lynte Homebrew School conjuration (teleportation) [cold]; Level arcanist 5, sorcerer 5, summoner 5, summoner (unchained) 5, witch 5, wizard 5 Casting Casting Time 1 standard action Components V Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1d4 rounds and instantaneous Saving Throw Will negates; Spell Resistance yes Description This spell functions as teleport, except you use it to teleport another creature to a safe location you specify adjacent to you (the target can bring along objects as long as their weight doesn’t exceed the target’s heavy load). The target is first trapped in ice (hardness 0, 10 hit points per inch of thickness, 1 inch thick per caster level) for 1d4 rounds, during which time it is paralyzed, aware but unable to take any physical actions, and begins to fade away as the teleportation aspect takes effect. At the end of the 1d4 rounds, the target teleports to the specified location, and th...

Fissure

Fissure Fissure Source Lynte Homebrew School transmutation [earth]; Level arcanist 4, bloodrager 4, druid 4, magus 4, shaman 4, sorcerer 4, witch 4, wizard 4 Casting Casting Time 1 full-round action Components V, S, M (a miniature pick worth at least 10 gp) Effect Range up to 30 ft. Area 30-ft. line along the ground, affecting adjacent tiles. Effect A chasm up to 10-foot deep. Duration instantaneous Saving Throw Reflex (see text); Spell Resistance no Description You cause a streak of ground to buckle and shatter. This spell deals 100 points of bludgeoning damage per caster level against the ground along a 30-ft. line (ignoring hardness). The damage halved against worked ground. This spell does not work against metal ground. Ground that is destroyed by this damage is scattered as rubble, leaving difficult terrain or a chasm up to 10 feet deep. The depth depends on the amount of ground destroyed. Creatures on top of or adjacent to the area ...

Arcane Blasting Cores

Arcane Blasting Cores Source Lynte Homebrew School Evocation [Force]; Level arcanist 5, sorcerer 5, witch 5, wizard 5 Casting Casting Time 1 standard action Components V, S, M (a bead of gum) Effect Range 30 ft. Effect 4 or more spheres of force Duration 1 round/level Saving Throw Reflex negates; Spell Resistance none Description Upon casting this spell, you create 1 fist-sized sphere of force + 1 per 2 caster levels (maximum 8). They hover on your square, and you may launch them against enemies as defined below. Each time an enemy within the range of this spell does an action that would normally provoke an attack of opportunity if it were threatened, you may immediately launch a sphere at a point adjacent to a space occupied by it as a free action, causing it to detonate. Each sphere detonated in this way deals 3d6+3 force damage to creatures in a 5 ft. radius burst; Reflex negates. If the provoking action was movement, the target is harder to hit and gains a ...

Swirling Mud

Swirling Mud Swirling Mud Source Lynte Homebrew School Conjuration [earth, water]; Level arcanist 4, druid 4, magus 4, occultist 4, shaman 4, sorcerer 4, witch 4, wizard 4 Casting Casting Time 1 standard action Components V, S, M Effect Range medium (100 + 10 ft./levels) Duration concentration up to 1 minute Effect A 10-ft. radius disc spread of swirling mud. The disc is 2-ft. thick. Saving Throw Fortitude negates, see text; Spell Resistance no Description You summon a swirling disc of thick mud, acting as difficult terrain and pushing all creatures in the area 10 ft. in a direction of your choice (Fortitude negates) but not out of the disc’s current area. You may have the disc follow the ground contour or have it float in an open medium (like air or water). It spreads around walls and barriers. Each time you concentrate on this spell (move action), you may increase the disc’s radius by 5 ft., move it by 20 ft., then push all creatures in th...

Surge of Vigor

Surge of Vigor Source Lynte Homebrew School conjuration (healing), transmutation; Level alchemist 4, bard 4, cleric 4, inquisitor 4, oracle 4, skald 4, warpriest 4 Casting Casting Time 1 standard action Components V, S Effect Range touch Target 1 willing creature Duration 1 round Description Heal a target for 2d8 HP, increased by 1 per caster level (maximum +10). It gains temp HP equal to the amount healed. Additionally, you bolster a part of the target, granting it one of the following bonuses: Limbs : Your target gains the benefits of a haste spell. Mind : Your target gains a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls. Spirit : Your target gains a new Will saving throw to end or resist an ongoing effect that allows a Will saving throw. Torso : Your target gains a new Fortitude saving throw to end or resist an ongoing effect that allows a Fortitude saving throw.

Stormwind Whisp

Stormwind Whisp Source Lynte Homebrew 2022 School conjuration (summoning) [electricity]; Level druid 4, hunter 4, shaman 4 Casting Casting Time 1 standard action Components V, S Effect Range medium (100 ft. + 10 ft./level) Target One creature Effect A whisp of lightning Duration 1 round per 3 levels, maximum 5 rounds (D) Saving Throw none and Reflex see text; Spell Resistance yes; Description This spell spawns a whisp that hovers around a creature. Upon casting and at the start of the target’s turn it fires a lightning bolt (CL5, 5d6 damage, but with this spell’s DC) at the closest other creature within 60 feet. The lightning bolt starts at a random point adjacent to the target and may include the target in its area. The whisp created by this spell cannot be damaged, but it can be dispelled. The target the whisp hovers around can avoid the damage by going prone.

Rime-Fang Spirit Wolf

Rime-Fang Spirit Wolf Source Lynte Homebrew School conjuration (summoning) [cold]; Level arcanist 4, druid 4, magus 4, occultist 4, shaman 4, sorcerer 4, witch 4, wizard 4 Casting Casting Time 1 standard action Components V, S, M Effect Range close (25 + 5 ft./2 levels) Duration 5 rounds Saving Throw Fort partial; Spell Resistance yes Description This spell materializes two medium-sized ephemeral wolves of frost on spaces adjacent to you. They can run or fly 45 ft. each round, taking their actions at the end of your turn. They hunt down targets as you direct, will always attempt attacks of opportunity against enemies, and are able to see through invisibility. They attack against touch AC, using your caster level as their base-attack bonus and dealing 2d6 cold damage on a hit. Against targets that haven’t been struck by the same casting, the cold damage is increased by 1d6 for every 2 caster levels (max 5d6 at 10th level). The wolf dissolves into the target’s bod...

Raking Force Claw

Raking Force Claw Source Lynte Homebrew School evocation [Force]; Level arcanist 4, bloodrager 4, magus 4, sorcerer 4, wizard 4 Casting Casting Time 1 standard action Components V, S Effect Range Your space Area A rectangular prism, 50 ft. long and 15 ft. wide., 15 ft. high Duration instantaneous Saving Throw none; Spell Resistance yes You evoke a great claw of force that rakes a 15 ft. wide area across you. It starts 30 ft. ahead and ends 15 ft behind a space of your choice that you currently occupy. Against creatures and moveable objects, this claw acts as a bull rush in the direction of its movement (initially towards you, then away). You can bull rush creatures of any size. Make a combat maneuver check and apply its results to each creature within the area. Your CMB for this bull rush equals your caster level + your spell-casting modifier + 4 for the claw’s size. This spell deals 1d4 force damage per caster level (maximum 15d4 at 15th level) against successf...

Furious Reinvigoration

Furious Reinvigoration Source Lynte Homebrew School conjuration (healing), evocation; Level alchemist 4, bard 4, cleric 4, inquisitor 4, oracle 4, skald 4, warpriest 4 Casting Casting Time 1 standard action Components V, S Effect Range touch Target 1 willing creature Duration 1 round/level Description Apply the instantaneous effects of lesser restoration or cure moderate wounds on your target (your choice upon casting). Then, for the duration of the target can make two attacks at his highest base-attack bonus as a standard action. The spell ends after it takes such a standard action. At caster level 12th, the spell ends after the special action is taken twice. Increased to thrice at caster level 17th.

Electromagic Overcharge

Electromagic Overcharge Source Lynte Homebrew 2022 School evocation [electricity]; Level arcanist 4, bloodrager 3, magus 3, sorcerer 4, witch 4, wizard 4 Casting Casting Time 1 standard action Components V, S, M (a tungsten wire) Effect Range personal Target you Duration 1 round/level or until discharged This spell modifies and empowers your next instantaneous spell affecting a creature or creatures that deals electricity damage. The target spell is called the overcharged spell. As you are affecting creatures with the overcharged spell, you may select 1 unaffected creature per level that is within 15 ft. of a creature affected by overcharged spell. Affect these creatures with the overchargedspell. You still require line of effect or line of sight to these creatures if it is required by the original spell. Additionally, this spell adds electricity damage equal 1d6 per caster level, to a maximum of 10d6, to targets hit. This bonus only applies once to each creature h...

Eclipse Wave

Eclipse Wave Source Lynte Homebrew 2023 School Evocation [electricity]; Level arcanist 4, bloodrager 4, cleric 4, paladin 3, psychic 4, sorcerer 4, witch 4, wizard 4 Casting Casting Time 1 standard action Components V, S, M (a wooden cylinder holding a glass sphere) Effect Range 30 ft. Area 30 ft. line Duration instantaneous Saving Throw Reflex partial (see text); Spell Resistance yes Description A spell developed by clerics of [???], this blast heals and harms in the same action and can be cast safely from behind an ally. A wave of white hot energy streams 30 ft. from the caster. As the wave passes through its first target, it is converted into an electrifying burst. The creature closest to the spell’s origin is healed for 3d6 plus 1 per caster level (max 3d6+8, Reflex halves, harmless). All other targets in the area is damaged for 1d6 electricity damage per caster level (max 12d6, Reflex halves).

Echoing Fireball

Echoing Fireball Source Lynte Homebrew 2022 School evocation [fire]; Level arcanist 4, bloodrager 4, magus 4, occultist 4, sorcerer 4, wizard 4 Casting Casting Time 1 standard action Components V, S, M (a ball of bat guano and sulfur) Effect Range medium (100 ft. + 10 ft./level) Area 30-ft.-radius spread Duration instantaneous Saving Throw Reflex half; Spell Resistance yes Description This version of fireball has a more destructive epicenter but is harder to control. This functions as fireball except as noted on its entry. This spell has 3 less damage dice (minimum 1d6, max 8d6 at 11th level). However, the damage is increased by 5d6 against targets caught in the central 10-ft.-radius of the spell. Note: This spell is 40% to 20% weaker than fireball at its edge, and 20% to 30% stronger than fireball at its center.

Comfy Cloud

Comfy Cloud Source Lynte Homebrew 2022 School enchantment (charm) [mind-affecting]; Level arcanist 4, bard 3, mesmerist 3, occultist 3, psychic 4, shaman 4, skald 3, sorcerer 4, witch 4, wizard 4 Casting Casting Time 1 standard action Components V, S, M (powdered peas and an animal hoof) Effect Range medium (100 ft. + 10 ft./level) Effect fog spreads in 15-ft. radius, 60-ft. radius compulsion. Duration 1 round per 3 levels Saving Throw Will partial (negates compulsion); Spell Resistance yes (compulsion only); Description This spell functions like Fog Cloud in a 15-ft. radius, but in addition to the fog effect, creatures who see the cloud are compelled to walk toward it. Creatures within 60 ft. of the origin of the cloud must pass a Will save at the start of their turn or be compelled to use their move action to move toward the center of the mist as best they can. This compulsion effect is similar to having the effects of Alluring Light on the cloud, though the c...

Clowning

Clowning Clowning Source Lynte Homebrew School conjuration (teleportation) or illusion (glamer) [ruse]; Level alchemist 4, arcanist 4, bard 4, magus 4, mesmerist 4, skald 4, sorcerer 4, summoner 4, summoner (unchained) 4, witch 4, wizard 4 Casting Casting Time 1 move action Components V, S, F (a handkerchief) Effect Range close (25 ft. + 5 ft./2 levels) Target willing creature touched Duration 1 round/level (up to 5 rounds) (D) Saving Throw none; Spell Resistance yes You apply the effects of Vanish and Phase Step on a single target. You can make this spell look like one or the other, such that failed Spellcraft checks result in seeing that mimicked spell instead. The target gains sneak attack +4d6 for its next attack. The spell succeeds regardless of the order you apply the effects (i.e., it succeeds even if you lose sight of the target or the target moves out of touch range due to either effect during casting). You only need to penetrate sp...

Astral Exchange

Astral Exchange Astral Exchange Source Lynte Homebrew School conjuration ( teleportation ); Level arcanist 4, mesmerist 3, psychic 4, sorcerer 4, summoner (unchained) 4, witch 4, wizard 4 Casting Casting Time 1 move action Components V, S, M (a coin) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature or unattended and unanchored object Duration Instantaneous Saving Throw Will negates; Spell Resistance yes Description You swap places with a target creature. If the creature is unwilling, it takes 5d6 bludgeoning damage on a failed save as it is wrenched from its space. If the target creature cannot fit safely into the new space without squeezing, or you try to teleport the target into an occupied space or a space it could not normally stand within, the spell fails. The spell fails if the target is unconscious or dead when you attempt to switch places.

Vector Shock

Vector Shock Source Lynte Homebrew 2022 School evocation [electricity]; Level arcanist 3, bloodrager 3, magus 3, occultist 3, sorcerer 3, wizard 3 Casting Casting Time 1 standard action Components V, S, M (an unwound metal paperclip) Effect Range 60 ft. Area see text Duration Instantaneous Saving Throw Reflex half; Spell Resistance yes This spell functions as lightning bolt, except as noted in this entry. The bolt of lightning travels outward from the caster. And the bolt may turn up to twice within its range. Each turn must be less than or equal to 90 degrees. This spell deals 2d6 plus 1d6 per caster level (max 13d6 at 11th level). However, it loses 3 damage dice each time it turns. (For example: at 10th level, the first section deals 12d6, then 9d6 to targets hit after the first turn, then 6d6 to targets hit after the 2nd turn.) This spell cannot damage the same target more than once in the same casting.

Phantasmal Thief

Phantasmal Thief Source Lynte Homebrew 2022 School illusion (phantasm) [mind-affecting]; Level arcanist 3, bard 2, mesmerist 2, psychic 2, skald 2, sorcerer 3, wizard 3 Casting Casting Time 1 standard action Components V, S Effect Range medium (100 ft. + 10 ft./level) Target one creature Duration 3 rounds Saving Throw Will negates; Spell Resistance yes Description You cause the subject to believe it is being attacked by a thief (Will negates). Any time before the start of your next turn, the thief appears as if it had been hiding through stealth or invisible until it made the attempt to steal. You choose what item appears to be stolen. The hallucination sets its initiative as it appears. After the initial round, you are free to set the phantasm’s actions by spending a move action on your turn but it only acts on its own initiative count. The phantasm otherwise functions the same as audiovisual hallucination .

Mist Curtain

Mist Curtain Source Lynte Homebrew 2022 School conjuration (creation); Level arcanist 3, druid 2, hunter 2, magus 3, mesmerist 2, shaman 2, sorcerer 3, summoner (unchained) 3, witch 3, wizard 3 Casting Casting Time 1 standard action Components V, S Effect Range medium (100 ft. + 10 ft./level) Effect a thin wall of fog that blocks vision, 10-ft. sq. per level, 20 ft. high Duration 1 round/level Saving Throw none; Spell Resistance no Description This spell forms a thin but dense curtain of mist that blocks vision as an opaque wall would (total concealment). It need not be on the ground. It is only 2 inches thick and does not hinder movement. At caster level 8th or higher, this spell is shapeable into contiguous 5-ft. sq. sheets. A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery sp...

Lightning Lash

Lightning Lash Source Lynte Homebrew 2022 School evocation [electricity]; Level arcanist 3, bloodrager 2, magus 2, sorcerer 3, witch 3, wizard 3 Casting Casting Time 1 immediate action Components V, S, M (a barbed wire) Effect Range Within 15 ft. of a space you occupy Area 15-ft. line when triggered. Duration 3 rounds or until discharged (D) Saving Throw Reflex half; Spell Resistance yes Description You can cast this spell as a reaction to a creature entering a space within 15-ft. of you. For the next 3 rounds, whenever any creature aside from yourself enters a space within range of this spell, a short bolt of lightning lashes out from you 15-ft. in their direction. This bolt deals 2d4+1 electricity damage to that creature and all other creatures in the bolt’s path (Reflex halves) but also deals its minimum damage to you (no save) as electricity damage. This spell immediately triggers on the creature that triggered your casting. Each creature can only trigger th...

Force Hook

Force Hook Pull Source Lynte Homebrew School evocation [ force ]; Level bloodrager 3, magus 3, paladin 2, psychic 4 Casting Casting Time 1 standard action Components V, S Effect Range close (25 ft. + 5 ft./2 levels) Target one creature or object Duration instantaneous Saving Throw Will negates; Spell Resistance yes Description You create a hook of force that strikes the target and drags it to a space adjacent to you. Perform a drag maneuver against the target with your caster level in place of your base attack bonus and your casting ability modifier in place of your Strength. If successful, you recieve a 10 ft. bonus on the resulting drag distance, deal 1d6 damage per 2 caster levels (max 5d6), and you do not need to move during the drag. The hook can pull a target weighing up to 50 pounds per caster level (maximum 1000 pounds at 20th level). Against immovable objects this spell instead allows you to make a Strength check to destroy the target. When attempting...

Conjurer's Invitation

Conjurer's Invitation Conjurer’s Invitation Source Lynte Homebrew School conjuration ( teleportation ); Level arcanist 3, bard 3, magus 3, skald 3, sorcerer 3, summoner 3, summoner (unchained) 3, witch 3, wizard 3 Casting Casting Time 1 move action Components V, S Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration instantaneous Saving Throw Will negates; Spell Resistance yes You teleport the target to a free space you can see that is adjacent to you. The spell fails if the destination is hazardous to the target (similarly to Jester’s Jaunt), except if the creature is willing. If the target is willing, the creature provokes attacks of opportunity as it leaves its original square. If the target is unwilling on a failed save, they take 3d6 bludgeoning damage, as they are wrenched from their space.

Conjured Stream

Conjured Stream Source Lynte Homebrew School conjuration [creation, water]; Level druid 2, shaman 2, sorcerer 2, summoner 2, witch 2, wizard 2 Casting Casting Time 1 standard action Components V, S, M (50 gp riverstone/quartz or 50 gp pearl) Effect Range 5 feet Duration concentration up to 800 gallons or 100 cubic feet or 1 minute per level, then 24 hours. Saving Throw none; Spell Resistance none Description You conjure a large amount of water, generating a hefty 160 gallons (around 20 cubic feet) of water per round (800 gallons or 100 cubic feet per minute). The water pours out from within range at low pressure, with the same space limitations as create water . Though it may push or drown, the spell alone is generally harmless to tiny or larger creatures. The conjured water lasts for 24 hours after the spell, draining itself away back into the plane of water at the same speed it was conjured. Using a riverstone or quartz grants fresh water, while using a pearl ...

Choking Conjuration

Choking Conjuration Source Lynte Homebrew School Conjuration [evil, pain, fire or water]; Level arcanist 3, bloodrager 3, redmantisassassin 3, sorcerer 3, witch 3, wizard 3 Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration 1 round/level Saving Throw Fortitude partial; Spell Resistance yes Description Your touch attack causes your target’s lungs (or other breathing organs) to fill with it embers or tainted water, and it begins to cough violently and uncontrollably. Each round, on its turn, the target suffers 2d8 points of nonlethal damage and becomes sickened. A successful saving throw on its turn (no action) resists the effects of this spell for one round. This spell only affects creatures that need to breathe. The descriptor changes whether you choose embers or water. Special: If the creature is already sickened by a disease or poison, this spell’s effect escalates to nausea instead. Choking Cloud So...

Channeled Cure

Channeled Cure Source Lynte Homebrew School conjuration (healing); Level adept 3, bard 3, cleric 3, druid 4, hunter 4, inquisitor 3, occultist 3, oracle 3, paladin 4, ranger 4, shaman 3, skald 3, spiritualist 3, warpriest 3, witch 4 Casting Casting Time 1 standard action Components V, S, M (a strip of gauze) Effect Range close Target 1 creature Duration concentration up to 3 rounds, then 1 minute, see text Saving Throw Will half (harmless); Spell Resistance yes (harmless); Description Upon casting, your target is healed as if by Cure Light wounds, except the healing is 2d8, increased by 1 per caster level (maximum 5). For 2 more rounds thereafter, you can concentrate on the spell as a move action to grant the target 2d8 temp HP, increased by 1 per caster level (maximum 5). This temp HP stacks with itself and lasts for one minute after you end concentration. At caster level 13th, you may concentrate on this spell as a swift action instead.

Boomerang Buzzsaws

Boomerang Buzzsaws Source Lynte Homebrew School conjuration (creation); Level bloodrager 3, magus 3, sorcerer/wizard 3; Casting Casting Time 1 standard action Components V, S, M (A piece of sharp metal) Effect Range 30 ft. Area see text Effect three returning bladed discs Duration until the end of your next turn Saving Throw Reflex negates; Spell Resistance no You create three razor-sharp saw discs that fly out along 30-foot lines. Creatures in at least one path make a Reflex save against the spell. Failure means they day 1d4 slashing damage per caster level (max 8d4). The discs become lodged in barriers they do not destroy. If unblocked, they hover in place at the end of their path. Creatures that end their turn on at least on of these spaces save against the spell. During your next turn, you make take a move action to recall the discs, dealing the same damage to creatures in their path. This then ends the spell. The saws have 10 hp, 10 hardness, ...

Astral Homeward Beacon

Astral Homeward Beacon Source Lynte Homebrew School conjuration (teleportation); Level alchemist 3, arcanist 3, bard 3, investigator 3, magus 3, skald 3, sorcerer 3, summoner 3, summoner (unchained) 3, witch 3, wizard 3 Casting Casting Time 1 minute Components V, S, M ([TBD] gp per 7 days of duration) Effect Range close (25 ft. + 5 ft./2 levels) Target A safe open area with 15 to 30 ft. radius. Duration 7 days/[TBD] gp This ritual marks a safe area, allowing it to be used as an efficient target for teleportation. When the area is used as the target for the teleport spell, the teleport spell has 100% chance to be on target, and the caster may bring along 4 more medium creatures than normal. Additionally, the caster has the option to reduce the spell slot rank cost of casting teleport by up to 2 ranks (minimum 3rd rank spell slot). Only the caster and creatures that the caster allows can use the beacon as a target. Use is usually allowed through knowing a password. ...

Whirlwind Heart

Whirlwind Heart Source Lynte Homebrew 2022 School transmutation [air]; Level druid 2, hunter 2, shaman 2 Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration 10 min./level or until discharged; Saving Throw Will negates (harmless); Spell Resistance yes; You instill the fury of whirlwinds within a target creature. This grants the target creature to the ability to make one melee attack at its highest base attack bonus against each opponent within reach by spending a full-round action. It must make a separate attack roll against each opponent. The creature cannot make any other attacks on the turn it chooses to use this ability (even before using it) and until its next turn. The spell is discharged once the creature uses the ability. At caster level 6th, the target can use the ability twice before discharging the spell. This increases once more to a total of 3 times at caster level 12th. A creature can be affect...

Temporal Spell Expunge

Temporal Spell Expunge Source Lynte Homebrew 2022 School transmutation; Level arcanist 2, bard 2, magus 2, skald 2, sorcerer 2, witch 2, wizard 2 Casting Casting Time 1 standard action Components V, S Effect Range close (25 ft. + 5 ft./2 levels) Target one spell or spell-like effect with a duration of rounds/level or minutes/level, affecting a number of creatures or a static area. Duration instantaneous Saving Throw none; Spell Resistance yes You forcefully accelerate the progression of a spell, reducing its remaining duration. If you are trying to affect a spell you did not cast, you must succeed in a caster level check to affect it (DC 5 + target spell’s caster level). Bonuses to dispel checks apply to this check. Reduce the remaining duration of the target spell to 5 rounds. If the remaining duration of the target spell was already 5 rounds or less, it ends after this spell runs its course. At 10th level, you can decrease it to 4-5 rounds. At 15th level, you ...

Snapping Tethervine

Snapping Tethervine Source Lynte Homebrew School conjuration (creation); Level druid 2, hunter 2, shaman 2 Casting Casting Time 1 standard action Components S Effect Range 30 feet Effect a 30 ft. cone of tethering vines Area cone-shaped burst Duration Up to the start of the caster’s next turn Saving Throw none; Spell Resistance no Description You conjure animated vines from your person that burst out in a 30 ft. cone. The vines wrap around all creatures in the area. Roll a single grapple check and apply it to all creatures in the area. Each target whose CMD you beat becomes tethered to you and takes the entangled condition. A creature’s space must be completely within the cone to be affected. Moving (including forced movement) prematurely ends the spell and releases all tethers and entanglements. At the start of your next turn, the vines snap back violently, pulling all tethered creatures toward the cone’s origin. You may select one affected creature to pri...

Mental Disjunction

Mental Disjunction Source Lynte Homebrew 2023 School enchantment [ mind-affecting ]; Level bard 2, mesmerist 2, occultist 2, psychic 2, skald 2 Casting Casting Time 1 immediate action Components V, S Effect Range close (25 ft. + 5 ft./level) Target 1 creature Saving Throw none (harmless); Spell Resistance yes; Description For a split second, you allow a creature to more objectively reflect on its own mind. When cast upon a creature that is under a mind-affecting effect that allows a will save, that creature is immediately entitled to a new Will save against that effect to reduce or negate it. This spell has no effect on creatures not currently under a mind-affecting effect for which they have failed a save. The creature can freely reject the provided save (confused targets do not automatically reject the save).

March of the Lemmings

March of the Lemmings Source Lynte Homebrew 2023 School [enchantment (compulsion) [mind-affecting]; Level bard 2, mesmerist 2, psychic 2 Casting Casting Time 1 standard action Components V, S Effect Range see text Target one creature per level (minimum 2) Duration the end of your turn or until you finish the bonus movement provided by the spell, whichever happens first Saving Throw Will negates; Spell Resistance yes; Description The spell occurs in 3 steps: Select yourself as the “tail” of the spell. Select a creature not yet affected by this spell and adjacent to the tail. It makes a will save. On a failure, it becomes the new tail and follows the previous tail for the spell’s duration. Repeat this step until you have reached your targetting limit (counting creatures that passed saves). Move 5 feet per 2 caster levels (minimum 5, maximum 40 ft. at 16th level), up to your speed. If a creature is harmed, it gets another Will save with a +4 bonus to en...

Lightning Bolt, Lesser

Lightning Bolt, Lesser Source Lynte Homebrew 2023 School evocation [ electricity ]; Level arcanist 2, bloodrager 2, magus 2, occultist 2, sorcerer 2, wizard 2 Casting Casting Time 1 standard action Components V, S, M (fur and a glass rod) Effect Range 60 ft. Area 60-ft. line Duration instantaneous Saving Throw Reflex half; Spell Resistance yes Description This functions as lightning bolt, except as noted in this entry. This spell deals 1d6 electricity damage per caster level (max 6d6 at 6th level). This spell deals an additional 2d6 electricity damage (which can go beyond its normal 6d6 maximum) against the closest target from the spell’s origin. Author’s Note: With lightning bolt having a much worse shape than fireball, I think it deserves a discounted version. See also: Vector Shock for an electric spell intended to compete with fireball.

Force Vacuum

Force Vacuum Source Lynte Homebrew School evocation [Force]; Level arcanist 2, bloodrager 2, magus 2, sorcerer 2, wizard 2 Casting Casting Time 1 round Components V, S Effect Range long (400 ft. + 40 ft./level) Area 20 ft. radius, increased by 5 ft. per 2 caster levels (max 60 ft. radius) Duration instantaneous Saving Throw none; Spell Resistance yes Against creatures and movable objects, this spell acts as a drag maneuver. The initial drag direction is always toward the spell’s center (though creatures may be moved beyond it). You can drag creatures of any size, not just those one size larger than your own. Make a combat maneuver check and apply its results to each creature within the area. Your CMB for this drag equals your caster level + your spell-casting ability’s modifier and you have a +10 ft. bonus on the drag distance. This drag does not provoke attacks of opportunity unless you have Greater Drag feat or similar effect. A shimmer at the center of an im...

Force Shift

Force Shift Source Lynte Homebrew School evocation [Force]; Level arcanist 2, bloodrager 2, magus 2, sorcerer 2, wizard 2 Casting Casting Time 1 move action Components V, S Effect Targets You and all adjacent creatures Duration instantaneous Saving Throw none; Spell Resistance yes Select either the Force Pulse or Area Shift version of this spell. Force Pulse Roll a bull rush combat maneuver with your caster level in place of your base attack bonus and your casting ability modifier in place of your strength. Move all adjacent creatures whose CMD you beat away from you, up to 10 feet if you beat it by 5. Area Shift Select a direction and roll a bull rush combat maneuver with your caster level in place of your base attack bonus and your casting ability modifier in place of your strength. Then, move yourself and all adjacent creatures whose CMD you beat in the selected direction, up to 10 feet if you beat it by 5. The creatures move in parallel. Either version of...

Cold Impulse

Cold Impulse School evocation [cold]; Level arcanist 2, bloodrager 2, magus 2, sorcerer 2, witch 2, wizard 2 Casting Casting Time see text Components V, S Effect Area see text Effect a blast of piercing or cold damage in variable area Duration see text Saving Throw Fortitude, see text; Spell Resistance yes Description This spell’s area depends on the action spent to cast it and affects all creatures within the area. You may exclude yourself from its effects. Upon casting, you select either cold or piercing damage. When selecting cold damage, you drain the heat from the area and deal 1d4 damage per caster level to affected creatures (max 10d4), Fortitude halves. When selecting piercing damage, you cause shards of ice to pierce affected creatures’ extremities, dealing 1d4 damage per 2 caster levels (max 5d4) to targets and entangling them for 1 round (preventing movement); Fortitude negates. Immediate action: a 5-ft square area adjacent to you, minimum damage. Mov...

Bulging Bubbles

Bulging Bubbles Source Lynte Homebrew School evocation [Force]; Level arcanist 2, bloodrager 2, magus 2, sorcerer 2, wizard 2 Casting Casting Time 1 move action Components V, S, M (a balloon) Effect Range close 25 ft. plus 5 ft. per 2 caster levels Duration 1 round per level Saving Throw Fort negates or Reflex partial (see text); Spell Resistance no You conjure 3 translucent semi-solid spheres of force within range. Each sphere attempts to fill a 5-ft. burst. If the area is occupied, it attempts to displace any creatures within (Fortitude negates). Affected creatures attempt a Reflex save against the spell’s DC. Success allows a pushed creature to decide which direction to be displaced. Otherwise, they are displaced toward the closest open area within 10 feet. A sphere collapses if it fails to displace occupying creatures or if there is no space for displaced creatures to go. Movement into a sphere requires 5 ft. of extra movement to be spent and a Combat Maneuve...

Acidic Streaks

Acidic Streaks Acidic Streaks Source Lynte Homebrew School conjuration ( creation , acid); Level arcanist 2, magus 2, sorcerer 2, witch 2, wizard 2 Casting Casting Time 1 standard action Components V, S, M (A flask of acid 10 gp) Effect Range close (25 ft. + 5 ft./level) Effect three or more 15-ft. streaks of acid, 5 feet wide. Duration 1 round/level, maximum 5 rounds. Saving Throw none; Spell Resistance no Upon casting, you apply 3 streaks of slippery acid, each up to 15 ft. long and 5 ft. wide and on a surface within range. At 7th level, you can create 4 streaks. And then at 11th level, this increases to 5. You may orient the streaks in any direction, but they must all originate within 15 ft. of each other. The streaks may end beyond the spell’s range by crossing it. Creatures on the acid are flat-footed against Drag, Reposition, and Bull Rush attempts. The surfaces are difficult terrain and increase Acrobatics and Climb DCs by 5. A creat...

Soporific Speech

Soporific Speech Source Lynte Homebrew 2023 School enchantment (compulsion) [mind-affecting]; Level bard 1, inquisitor 2, mesmerist 1, occultist 2, psychic 2 Casting Time 1 standard action Components V Effect Area 30-ft. cone or 15-ft. emanation Duration concentration + 1 round Saving Throw Will negates; Spell Resistance yes Description Creatures failing the Will save become drowsy and inattentive, taking the penalties listed below: -5 penalty on Perception and Initiative checks -2 penalty on Will saves against sleep effects -4 penalty to Dexterity and Strength The spell lasts for as long as you concentrate, plus 1 round thereafter. Concentration allows you to move or change the area, affecting new creatures but losing effect on the lost area. Creatures that attack, are attacked, or recieve harm are shaken awake, breaking out of the spell and become immune to that particular casting. Creatures must be able to hear you to be affected. Defenses against magical...

Shred

Shred Source Lynte Homebrew 2023 School transmutation [ air ]; Level arcanist 1, druid 1, hunter 1, magus 1, sorcerer 1, witch 1, wizard 1 Casting Casting Time 1 standard action Components V, S, M (a leaf) Effect Range medium (100 ft. + 10 ft./level) Area 5-ft. radius burst Duration 1 round Saving Throw Reflex partial; Spell Resistance yes You create a focused whirlwind of slicing air in a 5 ft. radius burst. This increases wind force in the area to strong (21–30 mph) for the round. When cast, the spell deals 2d4 + caster level slashing and bludgeoning damage to creatures in the area Max (2d4+8). A successful Reflex save halves this damage. Creatures entering the area don’t take damage after the spell is cast but are affected by the winds. At 5th level, you can increase the wind force to Severe (31-50 mph). At 10th level, you can increase the wind force to Windstorm (51-74 mph).

Shock Bead

Shock Bead Source Lynte Homebrew 2023 School evocation [ electricity ]; Level adept 1, arcanist 1, bloodrager 1, magus 1, occultist 1, shaman 1, sorcerer 1, witch 1, wizard 1 Casting Casting Time 1 standard action Components V, S Effect Range 0 ft. Area as a splash weapon Effect a solid bead of electricity Duration 10 minutes/level Saving Throw Reflex half; Spell Resistance yes Description You conjure a solid bead of electricity. A creature can pick up and hurl a single bead as a thrown splash weapon (range increment 10 feet). It detonates once used to attack, dealing 1d4 damage per caster level (max 5d4) to creatures and unattended objects where it lands. The direct hit damage and splash damage are the same. You may conjure the bead on a free appendage, or on the free appendage of a willing creature that is able to reach into your square. You may also drop the bead on the turn you create it, causing it to fall down a point on a space you occupy. It detonate...

Conjure Caltrops

Conjure Caltrops Source Matsu Homebrew School conjuration (creation); Level bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1; Casting Casting Time 1 standard action Components V, S, M (a tack) Effect Range close (25 ft. + 5 ft./2 levels) Area 10-ft. square Duration 1 round/level (D) Saving Throw Reflex, Partial (See Text); Spell Resistance no Description This basic spell scatters a number of mundane caltrops in a 10-foot square within range. These function like any ordinary caltrops, except that they disappear at the end of the spell’s duration. Damage and crippling effects caused by stepping on the caltrops remain. A creature in the area where the spell is initially cast takes 2d4+Casting Modifier points of piercing damage, a successful Reflex save halves this damage.

Cold Crystal Helix

Cold Crystal Helix Cold Crystal Helix Source Lynte Homebrew 2024 School conjuration [cold, creation]; Level adept 1, arcanist 1, bloodrager 1, druid 1, magus 1, occultist 1, shaman 1, sorcerer 1, summoner 1, witch 1, wizard 1 Casting Casting Time 1 standard action Components V, S Effect Area 15-foot line on solid ground Effect a blast of cold and a frosty trap Duration 1 round and 3 rounds, see text; Saving Throw Fortitude negates, then none; Spell Resistance no Description A sharp blast of cold extends along solid ground in a 15-foot line from you, entangling the first creature in its path and rooting it in place for 1 round, Fortitude negates. If the final space is unoccupied, a fragile helical structure of ice shoots up from it. Creatures that move into the space shatter the structure and take 1d6 cold damage per 2 caster levels (max 5d6). The helix breaks upon receiving any damage (5 AC) or after 3 rounds. At caster level 6th, you may ma...

Heatblast

Heatblast Source Lynte Homebrew 2023 School evocation , fire; Level arcanist 0, magus 0, sorcerer 0, wizard 0 Casting Casting Time 1 standard action Components V, S Effect Range close (25 ft. + 5 ft./2 levels) Area 5 ft. radius burst Duration instantaneous Saving Throw reflex half; Spell Resistance yes Description You blast an area with an instant of extreme heat. You must have line of sight and line of effect to the target point. The spell deals 1d4 points of fire damage + 1 for every caster levels you posses max (1d4+5).